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* Add isPartner method to trainer class * Ensure force switches cannot pull pokemon from the wrong trainer * Add override for battle type * Fixup tests and broken assumptions * Make move fail override semi-invuln check Bandaid fix because move effect phase does not allow for the move to fail if all of its conditions fail * Restore overrides * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix illusion test battle type invocation * Update struggle and healer tests to use battleStyle --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
109 lines
3.3 KiB
TypeScript
109 lines
3.3 KiB
TypeScript
import { Status } from "#app/data/status-effect";
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import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - ZERO TO HERO", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const baseForm = 0;
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const heroForm = 1;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.moveset(Moves.SPLASH)
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.enemyMoveset(Moves.SPLASH)
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.enemyAbility(Abilities.BALL_FETCH);
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});
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it("should swap to base form on arena reset", async () => {
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game.override.startingWave(4);
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game.override.starterForms({
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[Species.PALAFIN]: heroForm,
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});
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await game.startBattle([Species.FEEBAS, Species.PALAFIN, Species.PALAFIN]);
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const palafin1 = game.scene.getPlayerParty()[1];
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const palafin2 = game.scene.getPlayerParty()[2];
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expect(palafin1.formIndex).toBe(heroForm);
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expect(palafin2.formIndex).toBe(heroForm);
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palafin2.hp = 0;
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palafin2.status = new Status(StatusEffect.FAINT);
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expect(palafin2.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.doKillOpponents();
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await game.phaseInterceptor.to(TurnEndPhase);
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game.doSelectModifier();
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await game.phaseInterceptor.to(QuietFormChangePhase);
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await game.phaseInterceptor.to(QuietFormChangePhase);
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expect(palafin1.formIndex).toBe(baseForm);
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expect(palafin2.formIndex).toBe(baseForm);
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});
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it("should swap to Hero form when switching out during a battle", async () => {
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await game.startBattle([Species.PALAFIN, Species.FEEBAS]);
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const palafin = game.scene.getPlayerPokemon()!;
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expect(palafin.formIndex).toBe(baseForm);
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game.doSwitchPokemon(1);
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await game.phaseInterceptor.to(QuietFormChangePhase);
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expect(palafin.formIndex).toBe(heroForm);
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});
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it("should not swap to Hero form if switching due to faint", async () => {
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await game.startBattle([Species.PALAFIN, Species.FEEBAS]);
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const palafin = game.scene.getPlayerPokemon()!;
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expect(palafin.formIndex).toBe(baseForm);
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game.move.select(Moves.SPLASH);
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await game.killPokemon(palafin);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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expect(palafin.formIndex).toBe(baseForm);
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});
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it("should stay hero form if fainted and then revived", async () => {
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game.override.starterForms({
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[Species.PALAFIN]: heroForm,
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});
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await game.startBattle([Species.PALAFIN, Species.FEEBAS]);
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const palafin = game.scene.getPlayerPokemon()!;
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expect(palafin.formIndex).toBe(heroForm);
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game.move.select(Moves.SPLASH);
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await game.killPokemon(palafin);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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game.doRevivePokemon(1);
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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expect(palafin.formIndex).toBe(heroForm);
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});
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});
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